Nomad Class

by SubjectiveSloth

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Nomad

A young girl leaps forward through the flames, her shining silver hair illuminating her ochre skin under the light of the fire. She swings her trusted sword quickly in front of her, literally slicing the air in two. Between the torn edges of reality she sees her foe, the cultist, fall flat with a bleeding wound across his chest.

An old elven man stands at the precipice of an enormously tall cliff, his cracked spectacles sitting low on his withered nose. He stares out into the distance, a bright and beautiful wilderness of verdant green mountains and valleys, accented by two massive floating islands of stone. He chuckles to himself, only slightly, before his view is obstructed by a flash of light and a disk of swirling colors opens up before him.

Nomads are planar travelers, hunters, trackers, vagabonds, and explorers. They are experts in the traversal of the planes whose wanderlust is never satisfied and whose Journey is unending.

 

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An Unending Journey

The life of a nomad is one of discovery and adventure, chasing a concept known as The Journey. This is the final goal of most nomads, a goal of experiencing every facet of existence. Nomads travel in pursuit of all of the things that will occur to them along the way, absorbing and enjoying all life's experiences.

Some choose to organize and take up large parties, traversing the planes together in search of interpersonal experiences. Others enjoy the solitude of a personal Journey, opting to explore the infinite possibilities of the cosmos alone.

Nomads generally have a hard time settling down in any one place for too long, even when their years have nearly finished. Ending The Journey before they pass on simply never occurs to most, such is the ambition of the nomad.

A Peculiar Attraction

Those who travel the planes find themselves drawn to certain aspects of one or another. With time and distance this attraction, or link, grows to influence the nomad in ways they may not understand, or even want. This link draws on an aspect deep inside a person and binds it to the plane, a permanent manifestation of otherworldly power.

Those who research it have theorized that a force similar to tectonic shifts in the earth occurs between the planes, generating powerful magic. This magic has something similar to a sentience, and can "see" the creatures it affects. In this way the nomads often see themselves of minor patrons of some eldritch existence, though not all believe this story.

The link a nomad forms may be a tangible choice they make, such as reveling in the holy majesty of a plane of light after worshipping the gods of good for years. This is not always the case however; some nomads with truly lawful and good hearts find themselves linked to a plane of chaos or darkness, and vice-versa.

The Nomad
Level Proficiency Bonus Features Arts Known Art Uses Far Strike Range
1st +2 Far Strike, Portal Arts 2 1 10
2nd +2 Weapon Art, Traveler's Sense 2 1 10
3rd +2 Planar Link 2 1 10
4th +2 Ability Score Increase 3 1 10
5th +3 Extra Attack 3 1 10
6th +3 Falling Dodge 3 2 15
7th +3 Planar Link Feature 3 2 15
8th +3 Ability Score Increase 4 2 15
9th +4 Planar Travel 4 2 15
10th +4 Planar Link Feature 4 2 15
11th +4 Magical Strikes 4 3 20
12th +4 Ability Score Increase 4 3 20
13th +5 Falling Dodge (two uses) 4 3 20
14th +5 Improved Planar Travel 5 3 20
15th +5 Planar Link Feature 5 3 20
16th +5 Ability Score Increase 5 3 20
17th +6 Falling Dodge (three uses) 5 4 25
18th +6 Ability Score Increase 5 4 25
19th +6 Astral Rejuvenation 5 4 25
20th +6 Masterful Portals 5 5 30

Creating a Nomad

In the creation of your nomad character, consider what made them take up The Journey in the first place, and why they continue in their quest. Did your father or mother bring you along on their travels? Did you hear of some fantastical tale of planes far away? Or did you simply become bored with the mundae triviality of the material?

What did you do on your Journey? Was it a perilous dash through Pandemonium and the Nine Hells? Was it a calm stroll through Bytopia that made you rethink your motivations? Could it even have been a whirlwind romp through the most renowned taverns of the outer planes?

How has your planar link affected you? Maybe you found yourself linked to a hideous plane of evil despite your cloistered youth, and it has drawn out dark thoughts that you had once forgotten? Or did you truly connect with your plane and have often fought yourself on whether to remain there, only to leave it behind? Or possibly your dark and rough past was shown in a new light when you discovered your connection to a nature plane?

The great variety of planes and nomads means that they can fall into any alignment or planar link, though most who have seen extremes of both good and evil or law and chaos prefer to remain neutral.

Quick Build

You can make a nomad quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the outlander background.

Class Features

As a nomad, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per nomad level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per nomad level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Cartographer's tools

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two skills from acrobatics, arcana, history, nature, perception, and survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scalemail or (b) leather armor
  • (a) a rapier or (b) longsword
  • (a) 2 daggers or (b) any simple or martial weapon
  • (a) an explorer's pack or (b) dungeoneer's pack

Far Strike

Portals are the stock in trade of Nomads and you have mastered the basic techniques for using minor portals to enhance your combat abilities. At 1st level when you make an attack with a melee weapon that lacks both the reach and two-handed properties, the reach of your weapon increases to 10 feet as you conjure a short range portal through which your weapon passes as you swing it. This technique requires one of your hands to be free to create the portal.

The range of your portals increases according to the "Far Strike Range" column of the Nomad Table

Portal Arts

At 1st level your link to planar energies gives you access to a number of special techniques called portal arts. You learn two portal arts of your choice. Your Portal Arts are detailed at the end of this class description. You learn additional portal arts as shown in the "Arts Known" column of the nomad table. Additionally, when you gain a level in this class, you can choose one of the arts you know and replace it with another art that you are capable of using.

Portal Arts can be used in place of one of your melee weapon attacks on your turn unless otherwise stated. You have a number of uses of your Portal Arts that is dependent on your level, as shown in the "Art Uses" column of the nomad table. You regain all expended uses when you finish a short or long rest.

Your Portal Arts are dependent upon your Charisma, your force of will, which is used to harness the power generated by the "tectonics" of the planes to create portals. This ability allows you "demand" that a portal be opened with your will, and as you develop your willpower, so too do your portals improve. If a portal art requires a saving throw, your Portal Art save DC is calculated as follows:

Portal Art save DC = 8 + your proficiency bonus + your Charisma modifier

Weapon Art

At 2nd level, you have trained and traveled with a specific style of weapon for vast amounts of time, developing your skills around its use. Choose one of the following options:

Bowstriker

You have learned to utilize your Far Strike ability with fast-moving arrows and bolts, extending the normal and long ranges of your bow and crossbow attacks by four times your Far Strike range.

Steadystriker

When you are wielding a melee weapon in one hand and no other weapons, you can use your free hand to steady your portal and more carefully aim your attack. As a bonus action on your turn, you can grant yourself a +2 bonus to your next Far Strike attack roll this turn.

Greatstriker

You have developed a technique for creating portals large enough for more cumbersome weapons. You can wield weapons with the versatile property with both hands while using your Far Strike ability.

Traveler's Sense

You are an experienced traveler, regardless of the plane. At 2nd level, you gain the following benefits:

  • You always know which way is north
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • You can accurately judge the distance between yourself and any other point that you can see without the need for a map or scale.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Falling Dodge

When you reach 6th level, you learn to slip away from danger through a quick portal under your feet. As a reaction When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can choose to succeed on the save before rolling it, and teleport to an unoccupied space you can see within your Far Strike range. This feature does not negate any of the effects of a successful save. Once you use this feature, you can’t use it again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level, and three times between long rests starting at 17th level.

 

Planar Travel

At 9th level, you no longer have to search for portals to travel between planes. As an action on your turn you can expend one use of your Portal Arts to establish an interplanar link. You open a swirling, scintillating portal to a location on a plane that you have been to before and remember in an unoccupied space within 5 feet of you. The destination of the portal must be on a plane that you are not currently on, and it is clearly visible through the portal once it is created.

The portal remains open for 1 minute, and will accept up to 4 willing creatures of Medium size or smaller, including yourself, before closing. You can also close the portal as a bonus action on your turn. An unwilling creature simply passes through the portal as if it were a mist.

Once you use this feature to send any number of creatures to any plane, you can’t use it again until you finish a long rest.

Magical Strikes

At 11th level, you learn to enchant your weapons by surging them through certain planes when using your minor portals. Any weapon you use with your Far Strike feature counts as a magic weapon with a +1 bonus to its attack and damage rolls, unless it is already a magic weapon.

Additionally, you can choose to change the damage type of any Far Strike attack to be cold, fire, force, or poison damage as part of the same action.

Improved Planar Travel

At 14th level, you become more adept at creating planar portals. When you use your Planar Travel feature, you can use it again after finishing a short or long rest. Additionally, the portal can accept up to 6 creatures before closing.

Astral Rejuvenation

By 19th level, your strength of will can be extended beyond its normal bounds. When you roll initiative and have no uses of your Planar Arts remaining, you regain one use.

Masterful Portals

At 20th level, your skill for creating portals becomes masterful. You gain a fifth use of your Portal Arts, and the range of your Far Strike increases to 30 feet.

Additionally, you can use your Planar Travel feature to establish a permanent portal. With 4 hours of work and 400 gp in materials, you can create a magical frame to stabilize a portal meant for Medium or smaller creatures. With double the time and cost you can create a frame for Large and smaller creatures. You must create one of these frames at both sides of the permanent portal.

You can then use your Planar Travel feature to create the portal within these frames, which expands to fit them if necessary. This portal will stay open as long as its frame remains intact, if a frame is destroyed, both portals close. Any creature that can fit within a portal travels through it when they come into contact with it. You can have up to 3 permanent portals active simultaneously at any given time.

Practice care in your use of permanent portals as if they are discovered by denizens of another plane, such as the demons of the Abyss, they may be a source for devastating consequences.

Portal Arts

Banishing Bash

Prerequisite: 6th level or higher

When you use an attack action to shove a creature on your turn, and succeed in shoving it, you can expend a use of your Portal Arts to open a portal behind it, pushing the creature through. The target must succeed on a Charisma saving throw or be sent through the portal. This portal inherently opens to the creature's home plane if the target is native to a different plane of existence than the one you're on. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated.

The target remains on whichever plane it was sent to for 1 minute before reappearing in the space it left or in the nearest unoccupied space if that space is occupied.

Chaos Magic

Prerequisite: Chaos Plane, 11th level or higher

As an action on your turn, you summon chaotic power, opening a random portal to expel a magical effect. Choose a point you can see within 100 feet of you and roll on the table below to determine what effect occurs:

Chaos Magic Effect
d10 Effect
1 No effect
2 You cast the fireball spell at 3rd level, centered on the point you chose.
3 You cast the chaos bolt spell at 2nd level at the point you chose. If there is no target at that point, the spell targets the next closest creature and makes its spell attack roll at disadvantage.
4 You cast the enlarge/reduce spell using its reduce effect on the point you chose. If there is no target at that point, the spell fails
5 You cast the lightning bolt spell at 3rd level in a straight line between you and the point you chose.
6 You cast the enlarge/reduce spell using its enlarge effect on the point you chose. If there is no target at that point, the spell fails
7 You cast the invisibility spell on the point you chose. If there is no target at that point, the spell fails.
8 You cast the zone of truth spell centered on the point you chose.
9 you cast the sleet storm spell centered on the point you chose.
10 Roll on this table twice more. Both effects activate simultaneously. If one of these rolls lands on 10, ignore that result and roll again.
 

Distant Grip

As an action on your turn, you can create a particularly stable portal within your Far Strike range and thrust your arm through it, attempting to grapple the target on the other end as if you were adjacent to it. If you successfully grapple the target, you can continue to hold it for up to one minute, or until you move within 5 feet of the target.

While grappling, you can use your action to attempt to pull the target through your portal. Make a Strength(athletics) roll contested by the target's athletics. If you win this contest, the target emerges in an unoccupied space adjacent to you, closing the portal.

If the target is forced to move more than 5 feet in any direction before you pull them to you, this effect ends and the target is no longer grappled.

Elemental Air

As an action on your turn you can open a 2-foot diameter portal to the Elemental Plane of Air at a point you can see within your Far Strike range. A powerful gust of wind flows out of the portal in a 15-foot cone in front of it. Creatures within this cone must succeed on a Strength saving throw or be pushed up to 15 feet away from the portal.

The distance a creature can be pushed increases by 15 feet when you reach 6th level (30 feet) and 11th level (45 feet).

Elemental Earth

As an action on your turn, you can open a large, 10-foot radius portal to the Elemental Plane of Earth parallel to the ground, centered on a point you can see within your Far Strike range. The jagged, shifting ground in this area is considered magically difficult terrain. This terrain persists for 1 minute or until you close the portal as a bonus action on your turn.

The radius of this effect increases by 5 feet when you reach 6th level (15 feet) and 11th level (20 feet).

Elemental Fire

As an action on your turn, you can open a large, 10-foot radius portal to the Elemental Plane of Fire parallel the ground, centered on a point you can see within your Far Strike range. The ground in this area is engulfed in flames. Any creature that enters the area for the first time on its turn or starts its turn within the portal's area takes 1d6 fire damage. This terrain persists for 1 minute or until you close the portal as a bonus action on your turn.

The radius and damage of this effect increases by 5 feet and 1d6 respectively when you reach 6th level (15 feet and 2d6) and 11th level (20 feet and 3d6).

Elemental Water

As an action on your turn you can open a 2-foot diameter portal to the Elemental Plane of Water at a point you can see within your Far Strike range. This portal expels a powerful burst of water, up to 10 gallons. If this portal is created in the same space as a creature, that creature must succeed on a Strength saving throw or be forced prone by the weight of the water.

The amount of water created increases by 10 gallons when you reach 6th level (20 gal.) and 11th level (30 gal.).

Ether Strike

When you make a melee weapon attack as part of your Far Strike feature, you send your weapon careening through the ethereal plane on its way toward the target. All creatures in a straight line between you and your target must succeed on a Wisdom saving throw or take force damage equal to your Charisma modifier as the weapon tumbles through their ethereal souls.

This damage increases to double your Charisma modifier when you reach 6th level, and triple your Charisma modifier when you reach 11th level.

Fey Strike

Prerequisite: Nature Plane

When you make a melee weapon attack as part of your Far Strike feature, you throw your weapon through an enchanted grove of the Feywild on its way to your target. A target hit by this attack must succeed on a Wisdom saving throw or be charmed by you until the beginning of your next turn. A creature charmed in this way regards you and your allies as good friends who are to be protected.

Flurry Strike

Prerequisite: 11th level or higher

You create a special portal with multiple exits, splitting anything that flows through it. When you make a melee weapon attack as part of your Far Strike feature, you can use a bonus action to target a second creature within your range with the same attack roll.

If you have the Bowstriker Weapon Art, you can also use this ability with a ranged weapon.

Grasping Hands

You open a 3-foot diameter portal in an unoccupied space within your Far Strike range, out of which reach several ethereal hands. All Large or smaller creatures that move within 5 feet of the portal must succeed on a Strength saving throw or become grappled by the hands until the beginning of their next turn. The portal remains for up to 1 minute before closing and releasing its targets.

Infernal Flame

Prerequisite: Darkness Plane, 11th level or higher

When you make a melee weapon attack as part of your Far Strike feature, you can drag the weapon through the Nine Hells before delivering its strike to your target. You must decide to use this ability before making the attack. After the attack, whether it is successful or not, all creatures within 15 feet of the target must make a Dexterity saving throw to avoid the explosive wave of flame that follows your weapon out of the portal. A creature takes 6d6 fire damage on a failed save or half as much on a successful one.

Light of the Upper Planes

Prerequisite: Light Plane

You open a small portal to a plane of light at a point within your Far Strike range, shedding bright light in 30-foot a cone in front of it. Creatures within the bright light regain hit points equal to 1d6 + your Charisma modifier. If the creature is undead, they instead take this amount in radiant damage.

This ability's damage and healing increase by 1d6 at 6th level and 11th level

Loop Shot

Prerequisite: Bowstriker Weapon Art

As a bonus action on your turn, you can choose to establish a small portal near a target you can see within your weapon's range. All ranged weapon attacks you make this turn against that target ignore cover and are made with advantage.

Portal Push

Whenever you would force another creature to move, you can choose to expend a use of your portal arts to extend the maximum distance of that forced movement by an amount equal to your Far Strike range.

Portway

Prerequisite: 11th level or higher

You expend a use of your Portal Arts to cast passwall as a 5th level spell without the need for material components.

Redirection Shield

Prerequisite: Steadystriker Weapon Art

As a bonus action on your turn, you can create a shield-sized portal upon your arm that persists for up to 1 minute. You must have one hand free to use this ability.

When you are targeted by an unsuccessful melee weapon attack, you can use your reaction to open a portal before you and redirect the attack. Choose a creature within your Far Strike range, including your attacker. If the attack roll that targeted you is greater than that creature's AC, it is hit by the attack instead.

Rending Strike

Prerequisite: Greatstriker Weapon Art

You cause a small, sharp portal to follow your weapon's path, cutting into the target. While using a versatile weapon with both hands, you can use a bonus action to cause your next Far Strike melee weapon attack to deal additional magical slashing damage equal to your level.

Shift

As a bonus action on your turn, you temporarily vanish into the ethereal plane. At the start of you next turn you return to the space you vanished from if that space is unoccupied, or in the closest unoccupied space if it is not.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Wormhole

Prerequisite: 11th level or higher

You expend a use of your Portal Arts to cast Arcane Gate as a 6th level spell without the need for material components.

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Nomad v1.7

This version of the Nomad is a work in progress and in need of review.

Art


All uncredited art is from DMsGuild Free Creators Resources and Arcana Games Stock Art Packs.

Background

This is my first attempt in a long while at writing up a full class, and hopefully it turns out well! I recently had the opportunity to try out two interesting homebrew classes in real play: The Companion (by /u/shadowsocks) and The Noble (by/u/impersonater). Both were incredibly interesting to read, but upon starting a character sheet it became clear that they were overly complex and unwieldy. I had ideas on where to improve them, which got me into a class-making mindset and gave me the impulse I needed to finally go back to working on this old idea I had.

The current idea for the class was based around a larger homebrew I'm working on at the moment, but I've thought about this sort of plane-hopping vagabond before, and it seemed like a good fit. The name and uniqueness of the class were difficult though, because of course any adventurer could jump between the planes, and none had powers like these. This led to the development of their lore and the concept of "The Journey" and Planar Links, which help establish that these characters are different in meaningful ways compared to characters like the horizon walker ranger, for example.

The name gave me trouble because while this could just be called "The Planeswalker", that name is overused and draws unwanted comparisons to Magic: The Gathering's idea of planeswalkers. This led to the derivative "Planeseeker" and "Planar Wanderer" names before I thought of the UA Mystic and their portal-based subclass, the Nomad.

The mechanical identity of this class is meant to be similar in some ways to The Warden by /u/Layhnet (a very well made class): a primarily martial class with some magical ability, a sort of inverse of the warlock (a magical class with some martial ability).

I hope you enjoy this portal-hopping class!

/u/SubjectiveSloth
 
My Other Works:

Recent Changes

  • Added Traveler's Sense to 2nd level

  • Added Falling Dodge and improvement

  • Added Portal Arts:


    • Banishing Bash
    • Elemental Fire
    • Elemental Air
    • Redirection Shield
    • Flurry Strike
    • Portal Push
    • Shift
    • Rending Strike
    • Portway
    • Wormhole
    • Grasping hands
 

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